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Dreadp1r4te

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Posts posted by Dreadp1r4te

  1. And honestly, a lot of the code and parts aren't needed with the way that stock works now.

    I would update it, but the changes that would be needed for a proper release would be extensive. And really, we are mostly talking about just making that game easy again. That would be the primary draw left to a vanilla KSPI. The extended version is more realistic, so that those peeps have that, the resource people now have even stock options along with all the other cool resource mods. So the only other major draw is really the OP parts pack draw and maybe the power network (which is still in the OP category IMO).

    Atleast, that was the conclusion I came to regarding KSPILite when deciding whether to update or not.

    As a word of caution, the more dependencies you add, the more of a headache is it going to be to support.

    That's sort of the point behind technologies like this; if Antimatter were ever harnessed as a proper energy source, the ramifications would be astounding; so many things beyond present reach would be suddenly feasible, and challenges of yesterday would seem so very trivial. Take for example current generation aviation versus 1903; in less than 100 years, we went from looking at the sky as a dream to landing on the moon and planting flags. Now, flight is considered considerably more trivial, with children's toys having better flight capability than the flying machine the Wright brothers developed back in 1903. KSP-I is along those same lines; this is distant future tech we're talking about, and that's why it's positioned so end-game; it's supposed to change everything, and it's designed to be used in career mode, where it's expensive and takes a while to unlock.

  2. Also, only engineers can attach parts to surfaces. Other Kerbals can move stuff around, but it will only drop to the ground, and not attach, even if you hold X (Jeb cares about how to control explosions to propel himself, not how to put a rover together :P). This sounds like you were trying to attach something with a non-engineer.

    It was with an Engineer. First thing I thought of. I actually had to use the same engineer to disassemble the engine and fuel tank of my transfer stage because I errr... forgot to equip a decoupler. Shh, don't tell anyone. Speaking of which, where do spare parts go when you scrap a part? Do they go into a spare part container on the attached vehicle, or just a nearby one? A salvage rover might be kind of useful as I've been saving parts to feed to a recycler from my transit stages, using the last of their fuel + lander's descent engines to land them safely.

  3. Oh did know that changed. I made a MM config that made the small science sensors useable on EVA by equipping them from a kerbal's inventory and they were added to the EVA items category.

    That... is a brilliant idea. Someone should mod a Tricorder along those same principles!

    Not really, but nice try. 19 people wasted thread space by not bothering to either read the release notes, or take 30 seconds to look back on average 1 page. 3 people are pointing that out in an attempt to stem the tide. If those 3 posts stop just one person before they commit the same offense it was worth it.

    Actually being in the EVA items category does not give them specific functionality. There are other parameters that deal with that.

    That being said, Kospy was nice enough to include an old parts pack for backwards functionality. I certainly don't expect him to put much work into much else, considering they are parts he considers depricated.

    You can use Notepad++ and about 60 seconds to add this to each part to put them in that category if you wanted.

    MODULE

    {

    name = ModuleKISItem

    editorItemsCategory = true

    }

    Thanks for the tip. I'll give that a shot. However, are you familiar with the term, "Toxic Community?" It doesn't matter if 19 people ask the same question; you bite their head off once and it discourages them from posting at all, which means no more bug reports, no more good communication of issues, all because you felt the need to reply to a comment in a less than directly helpful manner. I work in hospitality, I get asked the same damn question over and over every night. Just relax a bit, man. If you can't say something nicely don't say it at all, is all I'm saying.

    Now, for my other issue, and before I get MY head bitten off, yes, I did verify that I am running the latest version of both KIS and KAS. I seem to be unable to radially attach KAS compatible parts (tested with the old KAS strut and with OKS Kerbitrail FlexOTubes) which is preventing me from linking my MKS base components. Any ideas on that?

  4. The only reason it has caused some attitude is that

    1. The OP clearly states the minimum version of KIS required, so it should be easy for people to check and ensure they have the proper minimum version.

    2. Since the update there has been at least 1 post per page asking the same question as you, with the same answer being update KIS. Anyone taking a few seconds to read back should by now find the answer without needing to post.

    Otherwise, glad you are working now.

    The sigh wasn't for you personally, it because you are the 19th person who has posted with this same issue before looking back over the last few pages to see the numerous similar reports and the solution provided to each of them.

    (Yeah, I actually went back and counted them.)

    What these guys said:

    And it was absolutely necessary for 3 different people to say the exact same thing about 19 different people asking the same question? Seems a bit hypocritical, doesn't it?

    Anyway. How difficult would it be to include all the old KAS EVA-attachable items in the EVA items list in the VAB/SPH, and either create a new group for the KAS winches and parts, or include those in the EVA group as well? At the moment they seem to be scattered all over the place. Also, the part mass of some parts seems a bit... heavy.

  5. MetalOre is the ore used by EPL for making rocket parts. Ore is the stock ore used to make liquid fuel and oxidizer. None of the mods listed should add MetallicOre as far as I can tell. It's not listed in the Community Resource Pack spreadsheet (https://docs.google.com/spreadsheets/d/1F2NYLj47O6VdThCXqBcI_hB-bDIMh4ZWB2FFyrjMLkg/edit#gid=650840806) so none of the mods that use the CRP are the source.

    Hydrogen and Oxygen are used by KSP-I for some of the advanced engines and such. That mod adds a LOT of different resources.

    Well, KSP-I uses Liquid Oxygen, not standard Oxygen. As far as I can tell, the only mod I've seen that uses just plain Oxygen is TAC-LS and similar, but I don't have those so at the moment UniversalStorage is just taking up RAM adding parts I don't need.

    MetalOre is EL, MetallicOre is CRP. The reason for the distinction is that in EL, you can make RocketParts from a single resource. With the USI/MKS stuff, we require three different resources. Hence the difference.

    Is there anyway to simplify this down a bit further on a case-by-case basis? A CFG I can change maybe? Or better yet, which EPL parts are safe to remove that are replaced by USI/UKS parts? Does USI/UKS have its own smelter, etc.?

  6. So in my current install, due to the variety of mods I have, there exists several redundant resources on planets, compounded by the new resource system integrated into the vanilla game. Is there any way to consolidate these into one unifying resource database and disable the unneeded ones? Something akin to Minecraft Forge's ore dictionary, which makes similar or duplicate resources cross compatible with other mods using the same resource? So if X mod adds, say, Copper, and Y mod adds Copper, you can disable one mod's copper generation and use the other mod's copper for both mods?

    I currently have Ore, MetalOre, and MetallicOre in my resource scanner. Problem is I have no idea which I need for which mod. Ore is the basic KSP resource, and can be refined into liquid fuel and oxidizer, and I guess it can also be refined into RocketParts for EPL? So what are the other two for? I'm not even sure what mod adds those; the only other mods I'm using that add resources are KSP-I Extended and USI. A bunch of USI parts and UniversalStorage parts add storage for Hydrogen and Oxygen, but I use USI Life Support so those are useless to me to! It's very confusing; any help would be appreciated.

  7. Wow, if CTT is a hard dependance, what about Tweakscale? Really, this mod is really dependent on that, I like the compatibility with stockalike mods and also with realism mods, but that thing about Tweakscale that you NEED it actually is one of the worst downsides of this mod. I was really hoping that on version 1.0 this mod would be more independent :(

    Tweakscale is a necessary component; previous iterations had 3 copies of each model, each sized differently to accommodate for 1.25, 2.5, and 3.75 size parts; this worked for the most part but unnecessarily increased RAM usage as well as made the part list in game even longer. Tweakscale helps bypass that as well as adding additional functionality for even larger reactors, etc.

    - - - Updated - - -

    [h=2]Version 1.1.8 for Kerbal Space Program 1.0.2[/h] Released on 2015-05-19

    • Removed hard Dependance on CTT, when CTT is not installed, KSPI will only define the CTT technodes it requires for KSPI
    • Modified Upgrade technologies of Gas CoeReactor and Dusty Plasma
    • Increased capacity Radial Antimatter containers to 1 gram (instead of 1 miligram) making them useful

    Huzzah! Thank you so much, FreeThinker!

  8. CTT is surely a good thing, if you play with all the requested mods... Otherwise it's just a wrong choice, to use more and more science to unlock "nothing"...

    Respectfully, I disagree. Difficulty should ultimately be up to the end user. CTT modifies stock part unlock positions, other mods, and of course KSP-I's upgrades. All I'm asking is that the KSP-I upgrades be added to the stock tech tree as they were in previous versions. I'm not saying get rid of CTT, just don't make it a requirement. Keep it an option for those that still enjoy it.

  9. It is not a good approach to ask for every mod should stay but itself. There are already some dependencies for kspi-e, there is no harm having ctt as one of them. If it requires more science, actually it is a good thing because getting endgame kspi-e reactors and engines should not be easy.

    Collaboration between modders is a very healty thing for ksp community, dependencies like these gives us opportunity to discover nice mods.

    Make them cost as much as you want, but I don't want to have to spend double the science to unlock, say, USI Kolonization modules. You have the right to dictate how much science this mod's parts require, not how much science another mod (or vanilla part) requires. Not everyone wants to play that super grindy-hard mode game. If I did, I'd learn Korean and play their MMOs.

  10. You don't really have to do that at all. B9 lists FAR as a requirement for the mod to work and I doubt Bac9 is going to change his stance when it comes to that. With NuFAR everything would work by default because it takes care of all the necessary work. If something is shielded from the air stream it is shielded from the air stream, no need for config edits of any kind on that front.

    FAR was not a requirement, it was "strongly recommended" due to the weight of B9 parts and the existing aerodynamics not properly providing enough lift. The new stock system is more than sufficient; I'd put it on par with NEAR in terms of aerodynamic accuracy; not quite as harsh as FAR, but still rooted in realism.

    - - - Updated - - -

    - - - Updated - - -

    Well there are various ways you could make B9 not so RAM heavy and reduce the part list. Before I knew bac9 was MIA I was hoping for procedural parts doing that you could cut the RAM requirements by 3/5th at least.

    As you wouldn't have to have models for each of the different sized cargo bays, wings, fuselages etc.

    Dw I don't expect a maintenance port of B9 to overhaul B9 Aerospace to that degree but it would have been nice, but B9 doesn't really fit the cartoonish athletic of KSP so it will never happen anyway.

    - - - Updated - - -

    Just make NuFAR and Deadly re-entry a pre-requisite people will be better off for it anyways. XD

    Do that and you may as well call the game "NASA Space Program" instead. There is a point where too much realism lessens the fun; better to keep that as an optional mod for those that want that much realism.

  11. Well, call me weird but I like to play nice with other mods. If weall started creating our own techtree it would become a big mess. That's why I support the CTT which is basicly an extension of the stock tree with Module manager Patches

    There's nothing wrong with this, but supporting the stock game should be a priority also. You can integrate support for both using conditional MM configs; i.e, using the HAS command to identify if an install has CTT and applying the relevant nodes, or !HAS if it does not have CTT. I'd be happy to learn and write the MM script for you if you can furnish a list of all the Node names required to unlock the advanced upgrades, as well as additional nodes where Interstellar tech would be unlocked, like Fusion Power and Adv. Fusion Power, which are not present in the stock tree.

    EDIT: CTT is not an extension of the stock tree; it completely reworks the tree and adds dozens of redundant nodes that take 4-5 times the Science to unlock. I recently installed KSPI-E to my current career and found that the addition of CTT caused over half the parts I had unlocked to become relocked, preventing me from using them. This is clearly not an ideal situation.

  12. KSPI parts are partly put into stock node, but for more futuristic part like high tech reactor, they really need higher tech nodes, as their power is nothing like the stock engines. KSPI part are made for end games, when you have largely unlocked most of the techtree.

    I'm reasonably certain that now that the tech tree is just a CFG file, you can add nodes to it to unlock the advanced features via a module manager patch. This would make it possible to incorporate this with the stock tree while still maintaining its stance as a endgame mod.

  13. It's a bit of a tortured history... The original author is MIA at the moment, busy with real life... wavefunctionP performed his own port to 0.24 before taking it in his own direction with Intestellar Lite. Fractal came back with an update for 0.25 but was unable to iron out all the bugs before going MIA again. Another member, Boris, performed a port/bug fix to KSP version 0.90 which worked quite well before he, too, was forced to bow out. It has now been taken on by someone else who has put in a lot of effort to get it up and running in 1.0 but he has taken it in his own direction, aiming for ultra-realism as opposed to the beautiful game balance which Fractak_UK was able to achieve in his time. If you're looking for the Interstellar which features in Scott Manley's videos, then the closest you will get is with Boris' 0.90 port. Or do it the way Scott did, with KSP 0.23 and Fractal's version (KSPI 0.11 for 0.23 from memory). Interstellar is THE mod for KSP... If you're prepared to compromise on game version you can find the one that's right for you.

    That's a perfect sum-up. KSPI-E is a great mod and the developer is making great strides towards getting it all working in 1.0.2, but the direction he's taking it is... less than ideal. KSP has this really unique balance of realism and comic mischief that makes it fun; mods like TAC-LS and KSPI-E try to make it too serious, and that ruins the fun for me. :( My biggest complaint about KSPI-E is its dependence on Community Tech Tree, the monster tech tree abomination that takes 5 months of real gameplay to unlock anything meaningful. I have a career save right now that had a bunch of cool stuff unlocked; I had a OKS station in orbit of Kerbin and was about to launch a UKS base to Mun/Minmus, and I installed KSPI-E to add more spice, and suddenly 75% of the parts I'd already unlocked were locked again and wouldn't be unlocked for another 500-1000 science. Screw that nonsense. No offense to the Dev of course, that's just my personal opinion.

  14. That was part of the techmanager mod which was included.

    Which is not supported on 1.x anymore.

    Techmanager is no longer supported because it's no longer required; the Tech tree is now a CFG file that can be modified easily with MM. I'd really like to see an MM script added to this mod so that it can be used fully with the stock science tree for those of us who don't want a super ridiculously grindy experience. I lack the know-how and time to write such a script, otherwise I'd just do it myself. :(

  15. Delete the CommunityTechTree folder from your GameData folder and it should be fine.

    Will doing this still allow unlocking the advanced modes/upgrades for the reactors, etc? Back in the day we had to use Treeloader to get the Interstellar Tech Tree, which was more complicated than stock tech tree but less complicated (and expensive) than CTT.

    I remember using Boris' maintenance version in .90 and it had an option in the Tech Tree which tech tree to use; you could select Unofficial KSP-I and (supposedly) the upgrades would still work. Any info would be helpful!

  16. Hey guys, I'm having a problem with this expansion where all the models appear black. This only affects the new Rework models, not the original IR parts, as those seem to be working fine. I'm running ATM Basic to cut down on a little memory usage; coupled with OpenGL mode I'm able to play with a surprising amount of mods. Could ATM be the culprit here? It doesn't have that effect on any other mod. I tried clearing the PartDatabase CFG file as mentioned in the OP but no dice. Any ideas?

    EDIT: Belay that; but you might want to check with the CKAN distribution to see if it's pulling the full/correct files for installing these mods. I manually downloaded them, and when copying over it indicated there was about 30-50 files missing between each zip file, (i.e., "Copying 150 files... 90 files already exist, overwrite?") which tells me it isn't getting the correct file. Anyway, if you have this same issue, you'll need to manually download the correct Zips from the OP, then delete the MagicSmokeIndustries folder from your Gamedata/ActiveTextureManagement/textureCache folder. Then launch KSP and ATM will re-cache the now-updated textures.

  17. So when 1.0 came out, I resolved to add TACLS to my mod lineup to make things more... interesting. I wanted to be able to set up colonies, which MKS/OKS allowed me to do just beautifully, and integrating with TACLS so that I actually had to make resources with those colonies to keep them alive sounded like a fun idea. I was a bit hesitant because I try to avoid mods that are "too complex" because I feel they're not quite in the spirit of Kerbal... just my opinion, mind you; the mods themselves are fantastic but it took some doing to convince myself to try them. Lo and behold, when I went to KSP's forums to download TACLS, I discover this; a mod that seamlessly integrates with one of my favorite mods already, and keeps the whimsical, amusing nature of the Kerbals alive and well. Fantastic work, Roverdude, thanks a ton for all you do.

  18. Offended? I'm a bit disappointed! I think you don't realize how overpowered this is compared to Fractals original configuration and makes the game less interesting. Perhaps you should look a little further, because the other propellant had a considerable upgrade as well. Take for instance Ammonia. Thanks to is thrust and Isp bonus, it allow you to get much heavier cargo into orbit which is NTR main usage in the end game anyway.

    This may be true, but it's extremely limiting in terms of applications; since I can't go to C7 Aerospace and request a fuselage with fuel storage for Liquid Hydrogen and Oxygen as I could in real life, I simply can't use these on SSTOs. The problem here is that you're limiting functionality based on partially implemented realism; if you added an MM script to make all fuel tanks have the option of being a powered cryostat and contain the advanced fuels, that would be acceptable, but since only a handful of fuel tanks currently support them, it's very limiting.

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